j-man
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Everything posted by j-man
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This mission is a slightly modified version of the final mission in my SWAT campaign. I have released this mission so I can be fully tested. ---------------- ADDONS: Â Skye island by Waterman (any version will do). Get it here. Kegetys editor addon. Get it here. OFP resistance V1.75 -------------------- Please post lots of comments. And tell me if the mission is too easy/hard. Download the mission here.
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I'v finally gotten my campaign uploaded!!!!!! Â You can get it here. Check out the readme for the complete list of addons and where to find them. Hope this works
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I couldn't find any vocie actors, so I just had to put in titlecuts/cuttext.
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Good idea. Why the hell didn't I think of that?! Anyway, I just need to find a killer screenshot and then i'll upload the campaign.
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Can you not get to my site? Or is there something wrong with the campaigns D/L link
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Any suggestions on a new host
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There is this script that improves the AI. I tried it out and it makes AI way better. I saw AI run into buildings for cover, etc... I'll see if I can find a link to the script
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Oh yeah, I forgot to mention...... If the links to the addons on my website dont work, you can find everything here. But the link to Kegetys editor addon still works.
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Are you sure you used the link I gave in the first post? If you go here, and you click on the link near the top of the page it will take you to the D/L page. Or you could try going here. When the pbo file is in a zip file, its around 200kb. When its not, its 650kb.
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how would I go about creating at timer that would cause someone to die if the time ran out, but the timer would stop if the player ran into a trigger? Any ideas
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I tweaked it abit and got it to work. Here's what i did: timer.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_t = 10 #start ?dontkill >= 1 : goto "end" ?(_t <= 0) : goto "kill" _t=_t - 1 ~1 hint format ["Time left: %1", _t] ?(_t > 0) : goto "start" #kill player setdammage 1 ~0.1 exit #end exit init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dontkill = 0 trigger <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dontkill = dontkill + 1 and in the players init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "timer.sqs" Thanks for the help though
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Thnx I got it working
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Is there anyway to get past the 63 groups perside limit? Or give free formations to groups? Â Â
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I have a mission where you need to hit a target. Those target-E things. And I have 2 questions. 1) Is there a way to detect if the target has been hit? 2) Is there a way to make the target stand upright once it has been hit? Any ideas?
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Thnx for the pointer Sanctuary  The problem with groups is that they walk around in formation. If you have a mission that simulates a living city, then you dont want 64 groups of 12 people walking around. You would probably want people standing aroung by themselfs or walking around in no particular formation. And if one single unit counts as a group then you could only place 64 units. I think my machine could handle a large amount of soldiers roaming around the island. The only problem is that I couldn't release the mission to the public. Due to the fact that almost all machine very in power, etc... Another thing, if a unit died, could you make him respawn at the place he died but still keep his weapons, stay in the same group, etc... Â
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Atleast 100 soldiers. What I ment to put was: "no formation at all". I need the script because I'm making a mission where loads of people are following waypoints. If there was some way of letting someone respawn at the point that they died and carry on with there waypoint, the i'd use it. Has anyone actually tested out this script? I would have but it'll probably lock up my comp.
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I'v got good news! Â After a tedious 1 hour of searching i'v found a script that lets you have more the 63 groups! Get it here. The script was made by bremmer. Havn't actually tested it out, but i place about 100 West units in the editor and still had the option to preview. Quote taken from the script description. The script also adds a bunch of AI improvements. The down part is that the script is big in size (for a script). 54 kb. Enjoy
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Not sure. I dont think so.
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Wats it suppost to do
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Thanks guys, I got it working
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Yea, he's targeting a gamelogic
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Removing action when a distance away..
j-man replied to MrZig's topic in OFP : MISSION EDITING & SCRIPTING
Just add a trigger that is repeatedly activated. Then add this to the trigger: Condition: player distance name of medic <= 2 On activation: heal=player addaction ["name of action","your script.sqs"] On deactivation: player removeaction heal Now whenever you are 2 meters or closer to the medic you get the action and whenever you are further than 2 meters, the action is removed. But in your script you need to remove all your variables. -
I'm not really sure what your asking. But if you want to know how to make your health go down, then try just change the 0.2 to what ever you want The "+" will make you health go down (I think) and a "-" will make your health go up.
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Thnx for the scripts. But still, is there no equivalent to the black op for the resistance? Mabey i'll just get some resistance snipers and change their weapons.
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Is there a way to make a BAS blackhawk fly to the player, passengers fast rope out and then the heli flys away? I tried putting in something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#move policeheli DoMove getpos ap goto "distance" exit #distance ?(policehel distance ap <= 40) : goto "fastrope" goto "move" #fastrope policeheli exec "\BAS_mah60\FX\BAS_AIRope.sqs" exit But the passengers just fast roped out straight away.